Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-12-23 | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-21 | Godot works on Windows again.. | reduz | |
2016-12-20 | work in progress global illumination | Juan Linietsky | |
2016-12-10 | DOF blur, near and far fields.. | Juan Linietsky | |
2016-12-08 | Multi stage glow with light bleeding from HDR | Juan Linietsky | |
2016-12-07 | Tonemapping and Auto Exposure support | Juan Linietsky | |
2016-12-04 | fix small issue with copying reflections | Juan Linietsky | |
2016-12-04 | Support for SSAO | Juan Linietsky | |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky | |
2016-11-30 | Add missing glsl file and remove generated .h files | Juan Linietsky | |
2016-11-29 | Screen space reflection effect | Juan Linietsky | |
2016-11-24 | fixed bug removing dependencies | Juan Linietsky | |
2016-11-24 | Blend shapes using transform feedback (GPU) | Juan Linietsky | |
2016-11-23 | implemented immediates | Juan Linietsky | |
2016-11-23 | WIP immediates and proper buffers swapping | Juan Linietsky | |
2016-11-22 | Changed to proper GLSL version | Juan Linietsky | |
2016-11-22 | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | |
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |
2016-11-21 | Skeletons are working now. | Juan Linietsky | |
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | |
a lot more complete and usable now. | |||
2016-11-19 | working reflection probes!! | Juan Linietsky | |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |
2016-10-31 | shadow atlas allocation (work in progress) | Juan Linietsky | |
2016-10-29 | resolved reflection cubemap blending | Juan Linietsky | |
2016-10-29 | -Many many fixes | Juan Linietsky | |
-Gizmos work again | |||
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-21 | More scene work, can display a skybox | Juan Linietsky | |
2016-10-19 | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | |
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only | |||
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | |
general | |||
2016-10-05 | -Added ViewportContainer, this is the only way to make viewports show up in ↵ | Juan Linietsky | |
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport | |||
2016-10-03 | make editor update by tracking changes in visualserverraster | Juan Linietsky | |
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | |||
2016-10-03 | Merge pull request #6605 from zaps166/old-gl-ext-funcs | Rémi Verschelde | |
Add compatibility with old OpenGL 2.1 drivers | |||
2016-10-03 | Merge pull request #6617 from zaps166/theora-x86-simd-fix | Rémi Verschelde | |
Fixes in Theora SCsub | |||
2016-10-03 | Limit directional shadow draw distance, fixes #559, optimization (#1991) | mookiexl | |
* Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range | |||
2016-10-03 | Fixes in Theora SCsub | Błażej Szczygieł | |
- properly pass x86 assembly define to the compiler, - don't compile unnecessary/encoder files. | |||
2016-10-03 | Merge pull request #6606 from zaps166/don-crash-on-unsupported-gl | Rémi Verschelde | |
Don't crach when OpenGL version is unsupported | |||
2016-10-03 | Merge pull request #6501 from ↵ | Rémi Verschelde | |
SuperUserNameMan/windows_compile_with_standalone_msvc scons detects standalone MSVC on Windows | |||
2016-09-25 | Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty | Błażej Szczygieł | |
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer). | |||
2016-09-25 | Don't crach when OpenGL version is unsupported | Błażej Szczygieł | |
2016-09-25 | Add compatibility with old OpenGL 2.1 drivers | Błażej Szczygieł | |
If ARB_framebuffer_object is not supported, try to fall-back to EXT_framebuffer_object if present. In current version of godot, the way framebuffers are used is backward compatible with the older EXT_framebuffer_object extension. Fixes #6591 Done with SuperUserNameMan | |||
2016-09-21 | removed redundant assign operation in mesh_add_surface: elem_count is ↵ | knd | |
reassigned a value before the old one has been used. | |||
2016-09-17 | Merge pull request #6489 from zaps166/vorbis-no-enc | Rémi Verschelde | |
Vorbis: Don't compile unnecessary encoder files | |||
2016-09-17 | Merge pull request #6414 from RandomShaper/improve-shader-shadow | Rémi Verschelde | |
Expose additional light/shadow properties to canvas item shaders | |||
2016-09-16 | scons detects standalone MSVC on Windows | yg2f | |
Under Windows, Scons is now capable of detecting and compiling with standalone MSVC compilers (aka "Visual C++ Build Tools"). http://landinghub.visualstudio.com/visual-cpp-build-tools Tried with version 2015, and native x86 and x64 compilers under Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK provided by the "Visual C++ Build Tools" web-installer. Follow the same compiling instructions than for compiling with Visual Studio, except that Visual Studio is no more required. KNOWN ISSUES : - ``methods.detect_visual_c_compiler_version()`` will emit a warning message on computers where the ``VSINSTALLDIR`` environement variable is not present. But it should compile just fine and still automatically detects the 32 or 64 bits according to the compiler you picked. TODO : - eventually, update ``platform/winrt/dectet.py`` with function ``methods.msvc_is_detected()`` and try to compile winrt/UWP with these standalone compilers (if you did not select Win10 SDK when installing the standalone tools, you can run it again). - update doc to make users aware of "Visual C++ Build Tools" aka "stadalone MSVC". - eventually, update ``methods.detect_visual_c_compiler_version()`` | |||
2016-09-14 | Vorbis: Don't compile unnecessary encoder files | Błażej Szczygieł | |
2016-09-10 | Merge pull request #5920 from 29jm/fix-warnings | Juan Linietsky | |
Fix some more warnings |